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Michael Bigwig

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  1. That was it. I don't know how another UV set was added. I removed it, now it works. Thanks all.
  2. I'm curious...is this a second UV map on the project/mesh? Is this standard to have two UV sets? Or do I need to delete one? 
  3. Thank you so much for all your information. Unfortunetaly, I tried everything. I actually recreated the UV maps from scratch, textured it from scratch again...everything. Nothing is working. I think I recall this happening to me in the past, and I can't remember what I did to fix it. Maybe just make the entire mesh again. It's just super annoying and so much time wasted. It should work just fine.
  4. Hmmm... No, I think I only have one UV. I mapped only one channel. The entire mesh has been combined, and Maya is reading the UV just fine... I will double check to see if I have more information in the UV than I need. I would hate to re-UV map that...just a headache. Thanks guys!
  5. Hey all. I've UV mapped this piano bench as I typically do, and it's not working properly. Does anyone know why SL and the FBX/DAE export isn't translating the UV map properly? The model textures just fine in Maya. Here are some references: 
  6. Hi Sl'ers! I've been living in SL for over a dozen years now, and I've proudly owned and operated Glowbox Designs for the entire journey. GBD is a design firm specializing in film and photography gear, but I've also got a lot of other unique props I've made throughout the years. I don't just work in 3d either, I have a degree in Computer Graphic Design and Illustration too! I would love to discuss a logo or design strategy for your SL business! My prices are extremely reasonable, because I just love to work in CGI, and I love the community of SL. Do me a solid and swing by my marketplace store and have a look around. Thank you for your time! ~MB https://marketplace.secondlife.com/stores/6608 Here are a few top selling products for reference: 
  7. $5 for a logo is pretty scrappy. As a real world graphic designer who has a degree in it, a typical logo can go for several hundred dollars (small company)...not that you should place a price that high...but honestly I can't see any respectable (skilled) designer doing a logo for $5...unless you and they don't care about the quality and just kick out a generic design that takes 30 minutes to make. Just my honest 2 cents. I wouldn't ask any less than 5K for a logo.
  8. Thank you Christhiana. I learned a lot working on this model in terms of optimization, UV mapping/unwrapping and importing and exporting troubleshooting. ps. the 1L mailbox on the marketplace is actually only 1 prim too, and is as good as mine. Which bugs me.
  9. I'd be interested in hearing more. I'm a modeler and texture artist who can work on mesh or prim. I can do simple animations, but I'm more of a modeler...I'll look you up in-world.
  10. OK. I got it to work. What fixed the problem (this time) was to apply a default lambert texture to the model before export. Exporting with the texture on the model caused the UV Mapping/Export/Import to break. Even when I choose 'include texture' in the SL import, it's still broken if the texture is on the model during export. *using Maya 2014
  11. Hello all. I can't find a rhyme or reason to why some models export perfectly, while others have UV issues. This model was UV'd like any other model (don't worry about the space I'm using in the UV editor, this is only a test with this single model...more models are going in the group). It looks fine in Maya and Unreal Engine 4. But SL isn't reading the UV mapping correctly. Why is that? Thanks for the help.
  12. It's fixed... * side note: the texture coords in SL didn't matter. I tried setting those to 1 and other numbers, it didn't fix it. I did have to change some UVs around, as I increased the size of the handle's UV for better resolution. I also had to tweak textures after I optimized the mesh. I don't know what I did to get it to work...but the whole process is wierd. Sometimes if I don't select the object and delete by history or freeze transformations it won't show up in SL...sometimes if I tweak the UVs it won't show up. Sometimes if I export it with the texture on it (and not a default blinn or lambert) it won't show up in SL importer... I had to troubleshoot step by step. All's well in the end. I tweaked it down to only 1 prim, the textures are better, and I dropped the price to 25L to compete with the 1L version on the marketplace. Thanks SO much for all your help Aquila and company...if you need anything ever let me know in-world.
  13. So something is wrong with my UVs I guess...I don't know why it started messing up... It's either completely black, OR when I choose to 'include textures' in the SL import, it looks like this: And here is the Maya UVs and Model:
  14. Thank you for the new UV layout. That is very kind of you to take the time to do that. Ya, I suppose that's how I should get used to doing it. I suppose I'm being lazy not wanting to move everything and cut and paste the texture (with this current model)...but hey, that's just super lazy...I guess I'll do that. I optimized my model--merging verts and deleting a few more faces not needed, and now the model won't upload into SL. For a minute it did load, but was completely black no matter what I did (I figure that's a UV issue)...now for some reason after I tweaked a few things, the model is a red X in the uploader and won't even take...not sure what I did wrong along the way. I simply merged verts and deleted some faces... hmmmm... I guess I'll have to take the old model that works, and slowly make changes to see which is the change that won't take. Bummer.
  15. I honestly don't mean to be rude, and I'm sure people have discussed this on other forums...but I can only assume one of the many reasons why the economy in SL could be much better is that people low-ball or undercharge for way too much stuff. I recently did a search for mailboxes just like mine and there are several quality pieces as good or better than mine which are selling for $1L...seriously? One Linden? I put in hours of work on this, several days actually, and I'm charging $150L...I think that's reasonable for a mesh item that took skill in in modeling, texturing, UVmapping, etc... ...and there are folks doing this kind of time-consuming skill-based work and just giving them away...I think that kinda stinks. I don't care how 'generous' you're trying to be...it hurts the economy does it not? There's a site called 'Turbo Squid', it's a place you can sell your 3D assets. You are not allowed to sell things for WAY cheaper than the norm for a product and it's community counterparts. I think that's fair. I think you should be allowed to set a lower price, but I think there should be a limit. Not the end of the world...just a sad thought that I won't make any money on all this work becuase Joe Shmoe is giving his away for free.
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